Alam Ed Arias
ae8ccaf2f0
Mingw support
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clear out warnings for _WIN32 codepath
2023-11-07 23:50:29 -05:00
Alam Ed Arias
133cba1a58
Mingw32 support
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Build Win32 BuilderNative.dll with Mingw-w64
2023-11-07 22:42:25 -05:00
Alam Ed Arias
68b2c918e0
Update .gitlab-ci.yml file
2023-11-07 10:59:13 +00:00
spherallic
2f3d9e07cb
Various project changes to make UDBScript work again
2023-05-21 23:03:10 +02:00
ZZYZX
30548f1765
Fixed crash on AMD hardware ( resolves #820 reported by AlexMax)
2022-11-23 18:43:51 +02:00
biwa
d597c11e1f
Added "-debugrenderdevice" command line argument to write a logfile for the render device
2022-08-18 10:18:16 +02:00
volte
7fbd07e586
New feature: classic lighting renderer for visual mode ( #680 )
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Added classic rendering mode to closer emulate software renderer visuals in visual mode
2022-01-04 20:17:12 +01:00
Magnus Norddahl
c98ed6575b
Throw away 6 mb of memory at 1920x1080 to support AMD cards with awful drivers
2020-09-20 11:07:20 +02:00
Magnus Norddahl
2998fc514a
Rewrite the OpenGL context creation to use exactly the same steps as GZDoom uses:
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- dummy window destroyed immediately after getting the OpenGL 3 function pointers (debatable if that's even legal)
- calling the OpenGL 3 creation functions without an active opengl context (debatable if that's even legal)
- use wglChoosePixelFormatEXT even if it should be completely pointless
2020-09-19 17:43:03 +02:00
Magnus Norddahl
e3208f989c
Add version info to the log file
2020-09-19 15:49:19 +02:00
Magnus Norddahl
77fd7da6c7
Don't create a depth/stencil buffer for the default frame buffer
2020-09-19 15:01:10 +02:00
Magnus Norddahl
dbafb36abf
Add command line for launching builder from the BuilderNative project (this makes it easier to setup breakpoints in the native code)
2020-09-19 15:00:00 +02:00
Magnus Norddahl
90831bd630
Fix cursor visible on Linux when in 3D mode
2020-09-13 23:43:11 +02:00
Magnus Norddahl
e62c8bdad4
Fallback C# implementation for when rawmouse is not present
2020-09-11 22:22:36 +02:00
Magnus Norddahl
7af52a9bf7
Fix BuilderNative.vcxproj to work in both Visual Studio 2017 and 2019 at the same time
2020-07-29 04:09:44 +02:00
Magnus Norddahl
8eb522c873
Move vpo native code into BuilderNative as it is easier to manage. The plugins folder doesn't support including native dlls properly anyway.
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Fix visplane explorer busy looping when waiting for data and reduce the used core count to 75% of the total available
Made vpo native code thread safe, removing the need for ungodly DLL patching hacks
2020-04-19 15:56:24 +02:00
alexey.lysiuk
127aff5cc4
Fixes for non-Windows platforms ( #371 by alexey-lysiuk)
2020-03-17 21:37:58 +02:00
Magnus Norddahl
6e4a02fb2b
Add texture format to the Texture class so that render target textures do not have to be in the bgra8 format
2020-01-15 23:28:17 +01:00
Magnus Norddahl
5363fe0717
Produce release build
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Disable devil
Support mac build (which is useless as mono doesn't support winforms on modern macOS)
2020-01-06 08:52:59 +01:00
Magnus Norddahl
20f5f01b84
Unix build fixes
2020-01-06 08:07:52 +01:00
ZZYZX
044dbbcfd0
Rewrote dynamic light support. Resolves #319 . Resolves #318 . Resolves #233 .
2020-01-03 03:22:33 +02:00
Magnus Norddahl
54fb563a9a
Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder
2020-01-02 20:35:20 +01:00
Magnus Norddahl
c10f70d595
Fix glError returning a null pointer
2020-01-02 20:34:55 +01:00
ZZYZX
7b5d4a03e9
Write uniform data into separate structures
2020-01-02 21:32:08 +02:00
Magnus Norddahl
10702928ae
Only call seterror if the context creation fails
2020-01-02 20:21:38 +01:00
Magnus Norddahl
6450bdcc67
Improve error message if OpenGL context creation fails
2020-01-02 19:45:45 +01:00
ZZYZX
0ba5870dfc
Merge branch 'shadercompiler'
2020-01-02 20:22:49 +02:00
Magnus Norddahl
d71da60c40
Lower depth bits requirement
2020-01-02 19:07:31 +01:00
Magnus Norddahl
82db74b17a
Fix profile not being used
2020-01-02 18:55:53 +01:00
Magnus Norddahl
d49a6e228b
Work a little harder to find an usable OpenGL version
2020-01-02 18:53:37 +01:00
ZZYZX
6374b498ab
Added GLSL shader preprocessor
2020-01-01 22:41:04 +02:00
Magnus Norddahl
ca3fa76e32
Rename the sampler filters so that they use the same naming convention as modern graphics APIs
2019-12-29 18:54:22 +01:00
Magnus Norddahl
b466035bc8
Fix wrong mipmapping filtering and missing anisotropy
2019-12-26 02:02:53 +01:00
Magnus Norddahl
459742c840
Fix double delete bug
2019-12-26 01:09:31 +01:00
Magnus Norddahl
e68da4331a
Also clean up textures not created by SetPixels
2019-12-26 00:46:05 +01:00
Magnus Norddahl
994eda4852
Fix shutdown crash caused by C# finalizers deleting texture objects after renderdevice already left the building
2019-12-26 00:37:47 +01:00
ZZYZX
734157256e
Improved memory usage by loading textures directly into OpenGL
2019-12-25 19:08:57 +02:00
ZZYZX
a34055a0d3
Fixed: do a bit less radical deallocation in cube textures
2019-12-25 13:43:55 +02:00
ZZYZX
d57d73ce78
Fixed: memory buffer was not cleared after successfully transferring texture data to OpenGL ( resolves #327 )
2019-12-25 13:39:55 +02:00
ZZYZX
054a30dd1b
Fixed: textures of null size should not be allowed ( resolves #324 )
2019-12-25 13:32:11 +02:00
Magnus Norddahl
ef6d217623
Rearrange the code slightly so it is easier to add other backends
2019-12-23 20:09:38 +01:00
Magnus Norddahl
84efdad49e
Add the license that applies to BuilderNative
2019-12-23 00:13:09 +01:00
Magnus Norddahl
e1ff5fc0da
Implement resource cleanup for all resource types
2019-12-22 23:44:58 +01:00
Magnus Norddahl
848ff8e771
Fix typo
2019-12-21 03:32:59 +01:00
Magnus Norddahl
b0538ac3c8
Move matrix functions to its own file
2019-12-21 03:31:44 +01:00
Magnus Norddahl
28406cf1a7
Declare the uniform variables in C#
2019-12-21 02:14:42 +01:00
Magnus Norddahl
a21edf78da
Misc adjustments to make the cherry-picked 'C# shader resources' commit work
2019-12-21 01:47:27 +01:00
Magnus Norddahl
236ddd14eb
Remove shader references from BuilderNative.vcxproj
2019-12-21 01:36:31 +01:00
Magnus Norddahl
7f6ff8929d
Move the shaders to C# resources
2019-12-21 01:26:58 +01:00
Magnus Norddahl
5c5633c1e7
Clearing the current active OpenGL context is apparently very expensive. Only do it if we're destroying an OpenGL context.
2019-12-20 05:30:27 +01:00